18 lines
433 B
GLSL
18 lines
433 B
GLSL
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#version 310 es
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layout(push_constant, std430) uniform PushMe
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{
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mat4 MVP;
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mat2 Rot; // The MatrixStride will be 8 here.
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float Arr[4];
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} registers;
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layout(location = 0) in vec2 Rot;
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layout(location = 1) in vec4 Pos;
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layout(location = 0) out vec2 vRot;
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void main()
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{
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gl_Position = registers.MVP * Pos;
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vRot = registers.Rot * Rot + registers.Arr[2]; // Constant access should work even if array stride is just 4 here.
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}
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